lol. Before anyone tells me "santa is broken", he is basically a one man team, and if not that then a guy with 5 or so elves following him around. compared to a 30 man team, he couldn't even hold his own, unless allied with another lesser faction.

Silverdream wrote:MFS is just silly now that I've read the card. 160 hp for a sled?

If you ever play with any of my friends, any vehicle will get shot down as soon as it can be shot. It's really fucking annoying, we've put up measures like "you can only damage it up to 30 HP a turn" and stuff like that, but it never works out. I once built a warthog and gave it 75 HP, back when I didn't know what would happen and I lost it the first turn. I have yet to have an awesome drive-by because of it.

Before anyone tells me "santa is broken", he is basically a one man team, and if not that then a guy with 5 or so elves following him around. compared to a 30 man team, he couldn't even hold his own, unless allied with another lesser faction.

Broken is always subjective. If your opponents never object, then you can take whatever you want, especially if you don't use CP. But you listed CP, so I'm going to do a little math-hammer to show just how broken this Santa is

Santa is 60 CP. A team of 7 riflemen is 63 CP. If all the riflemen take every turn to shoot at Santa, 2/3 will hit each time. That will average out to about 24 damage each turn. If Santa had an armor value of 0, the fact that you use HP means they will take over 10 turns to kill him. Assuming average armor rolls, Santa really only takes about 16 damage a turn, nearly 20 turns to kill him if he has 300 HP! Given that Santa will likely be killing one minifig a turn or so at the least, yep, a 7-man firing squad of the same CP value has no chance against him.

30-man rifle squad costs 270 CP, and even they would struggle against Santa, dealing on average 100 damage a turn not factoring in Santa's armor rolls augmented by supernatural dice or the obvious swarm of red-shirt elves Santa could take with him to make up the CP difference.

Not complaining about the card; you and your playgroup can do what you want. But obvious broken abilities are obvious. Without 300 HP he might be close to an appropriate CP cost. With 300 HP (which is like the equivalent of 50d10 armor), yeah he'll whack anything he touches

You will remember that this is the same guy who comes up with grenade launchers that do 2d10 damage fully over a 5" radius, ignoring established rules for explosives altogether. That in itself could clear an entire warthog already regardless of if the vehicle survived or not.

Tzan wrote:

Semaj Nagirrac wrote:Well, I took some land without checking if it was owned by a faction or not. I'm not going to be banned, am I? I can destroy everything if need be.

Rev. Sylvanus wrote:... dealing on average 100 damage a turn not factoring in Santa's armor rolls augmented by supernatural dice or the obvious swarm of red-shirt elves Santa could take with him to make up the CP difference...

If damage is that high, plowthrough rules apply in my rulebook and the redshirt won't save the hero, just take off 5 damage if his armour is for instance 5.

These are basically the same stats as what lorbaat had, but I got a better picture and I changed it to Interstellar Marine. I don't fear keeping Lego names for many units such as the Gladiator or Zombie because they are generic, but Galaxy Patrol might be sufficiently unique. Also, I removed the weapon description because they could be armed with almost anything. The stats are the same but I explained Compensating separately from the armour and gave it a rounded CP cost. There is an unexplained ghost CP, it is giving the Interstellar Marine a D8 instead of a D6 for Skill.

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